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-rw-r--r--doc/classes/@GlobalScope.xml187
-rw-r--r--doc/classes/AABB.xml2
-rw-r--r--doc/classes/AStarGrid2D.xml8
-rw-r--r--doc/classes/AnimatedSprite2D.xml102
-rw-r--r--doc/classes/AnimatedSprite3D.xml104
-rw-r--r--doc/classes/AnimationNodeStateMachineTransition.xml2
-rw-r--r--doc/classes/AnimationPlayer.xml18
-rw-r--r--doc/classes/Array.xml15
-rw-r--r--doc/classes/ArrayMesh.xml1
-rw-r--r--doc/classes/Dictionary.xml12
-rw-r--r--doc/classes/Image.xml2
-rw-r--r--doc/classes/LineEdit.xml89
-rw-r--r--doc/classes/NavigationAgent2D.xml36
-rw-r--r--doc/classes/NavigationAgent3D.xml36
-rw-r--r--doc/classes/NavigationLink2D.xml10
-rw-r--r--doc/classes/NavigationLink3D.xml10
-rw-r--r--doc/classes/NavigationServer2D.xml22
-rw-r--r--doc/classes/NavigationServer3D.xml22
-rw-r--r--doc/classes/Rect2i.xml6
-rw-r--r--doc/classes/StyleBoxTexture.xml1
-rw-r--r--doc/classes/SurfaceTool.xml4
-rw-r--r--doc/classes/TextEdit.xml101
-rw-r--r--doc/classes/VisualShaderNodeDerivativeFunc.xml15
23 files changed, 581 insertions, 224 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index ecb6a83c8a..485c04da6d 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -442,9 +442,14 @@
<param index="0" name="variable" type="Variant" />
<description>
Returns the integer hash of the passed [param variable].
- [codeblock]
+ [codeblocks]
+ [gdscript]
print(hash("a")) # Prints 177670
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ GD.Print(GD.Hash("a")); // Prints 177670
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="instance_from_id">
@@ -452,13 +457,29 @@
<param index="0" name="instance_id" type="int" />
<description>
Returns the [Object] that corresponds to [param instance_id]. All Objects have a unique instance ID. See also [method Object.get_instance_id].
- [codeblock]
+ [codeblocks]
+ [gdscript]
var foo = "bar"
+
func _ready():
var id = get_instance_id()
var inst = instance_from_id(id)
print(inst.foo) # Prints bar
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ public partial class MyNode : Node
+ {
+ public string Foo { get; set; } = "bar";
+
+ public override void _Ready()
+ {
+ ulong id = GetInstanceId();
+ var inst = (MyNode)InstanceFromId(Id);
+ GD.Print(inst.Foo); // Prints bar
+ }
+ }
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="inverse_lerp">
@@ -789,10 +810,16 @@
<method name="print" qualifiers="vararg">
<description>
Converts one or more arguments of any type to string in the best way possible and prints them to the console.
- [codeblock]
+ [codeblocks]
+ [gdscript]
var a = [1, 2, 3]
print("a", "b", a) # Prints ab[1, 2, 3]
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ var a = new Godot.Collections.Array { 1, 2, 3 };
+ GD.Print("a", "b", a); // Prints ab[1, 2, 3]
+ [/csharp]
+ [/codeblocks]
[b]Note:[/b] Consider using [method push_error] and [method push_warning] to print error and warning messages instead of [method print] or [method print_rich]. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed.
</description>
</method>
@@ -800,9 +827,14 @@
<description>
Converts one or more arguments of any type to string in the best way possible and prints them to the console. The following BBCode tags are supported: b, i, u, s, indent, code, url, center, right, color, bgcolor, fgcolor. Color tags only support named colors such as [code]red[/code], [i]not[/i] hexadecimal color codes. Unsupported tags will be left as-is in standard output.
When printing to standard output, the supported subset of BBCode is converted to ANSI escape codes for the terminal emulator to display. Displaying ANSI escape codes is currently only supported on Linux and macOS. Support for ANSI escape codes may vary across terminal emulators, especially for italic and strikethrough.
- [codeblock]
+ [codeblocks]
+ [gdscript]
print_rich("[code][b]Hello world![/b][/code]") # Prints out: [b]Hello world![/b]
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ GD.PrintRich("[code][b]Hello world![/b][/code]"); // Prints out: [b]Hello world![/b]
+ [/csharp]
+ [/codeblocks]
[b]Note:[/b] Consider using [method push_error] and [method push_warning] to print error and warning messages instead of [method print] or [method print_rich]. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed.
</description>
</method>
@@ -814,53 +846,86 @@
<method name="printerr" qualifiers="vararg">
<description>
Prints one or more arguments to strings in the best way possible to standard error line.
- [codeblock]
+ [codeblocks]
+ [gdscript]
printerr("prints to stderr")
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ GD.PrintErr("prints to stderr");
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="printraw" qualifiers="vararg">
<description>
Prints one or more arguments to strings in the best way possible to the OS terminal. Unlike [method print], no newline is automatically added at the end.
- [codeblock]
+ [codeblocks]
+ [gdscript]
printraw("A")
printraw("B")
printraw("C")
# Prints ABC to terminal
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ GD.PrintRaw("A");
+ GD.PrintRaw("B");
+ GD.PrintRaw("C");
+ // Prints ABC to terminal
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="prints" qualifiers="vararg">
<description>
Prints one or more arguments to the console with a space between each argument.
- [codeblock]
+ [codeblocks]
+ [gdscript]
prints("A", "B", "C") # Prints A B C
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ GD.PrintS("A", "B", "C"); // Prints A B C
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="printt" qualifiers="vararg">
<description>
Prints one or more arguments to the console with a tab between each argument.
- [codeblock]
+ [codeblocks]
+ [gdscript]
printt("A", "B", "C") # Prints A B C
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ GD.PrintT("A", "B", "C"); // Prints A B C
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="push_error" qualifiers="vararg">
<description>
Pushes an error message to Godot's built-in debugger and to the OS terminal.
- [codeblock]
+ [codeblocks]
+ [gdscript]
push_error("test error") # Prints "test error" to debugger and terminal as error call
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ GD.PushError("test error"); // Prints "test error" to debugger and terminal as error call
+ [/csharp]
+ [/codeblocks]
[b]Note:[/b] This function does not pause project execution. To print an error message and pause project execution in debug builds, use [code]assert(false, "test error")[/code] instead.
</description>
</method>
<method name="push_warning" qualifiers="vararg">
<description>
Pushes a warning message to Godot's built-in debugger and to the OS terminal.
- [codeblock]
+ [codeblocks]
+ [gdscript]
push_warning("test warning") # Prints "test warning" to debugger and terminal as warning call
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ GD.PushWarning("test warning"); // Prints "test warning" to debugger and terminal as warning call
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="rad_to_deg">
@@ -893,9 +958,14 @@
<return type="float" />
<description>
Returns a random floating point value between [code]0.0[/code] and [code]1.0[/code] (inclusive).
- [codeblock]
+ [codeblocks]
+ [gdscript]
randf() # Returns e.g. 0.375671
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ GD.Randf(); // Returns e.g. 0.375671
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="randf_range">
@@ -904,10 +974,16 @@
<param index="1" name="to" type="float" />
<description>
Returns a random floating point value between [param from] and [param to] (inclusive).
- [codeblock]
+ [codeblocks]
+ [gdscript]
randf_range(0, 20.5) # Returns e.g. 7.45315
randf_range(-10, 10) # Returns e.g. -3.844535
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ GD.RandRange(0.0, 20.5); // Returns e.g. 7.45315
+ GD.RandRange(-10.0, 10.0); // Returns e.g. -3.844535
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="randfn">
@@ -922,12 +998,20 @@
<return type="int" />
<description>
Returns a random unsigned 32-bit integer. Use remainder to obtain a random value in the interval [code][0, N - 1][/code] (where N is smaller than 2^32).
- [codeblock]
+ [codeblocks]
+ [gdscript]
randi() # Returns random integer between 0 and 2^32 - 1
randi() % 20 # Returns random integer between 0 and 19
randi() % 100 # Returns random integer between 0 and 99
randi() % 100 + 1 # Returns random integer between 1 and 100
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ GD.Randi(); // Returns random integer between 0 and 2^32 - 1
+ GD.Randi() % 20; // Returns random integer between 0 and 19
+ GD.Randi() % 100; // Returns random integer between 0 and 99
+ GD.Randi() % 100 + 1; // Returns random integer between 1 and 100
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="randi_range">
@@ -936,10 +1020,16 @@
<param index="1" name="to" type="int" />
<description>
Returns a random signed 32-bit integer between [param from] and [param to] (inclusive). If [param to] is lesser than [param from], they are swapped.
- [codeblock]
+ [codeblocks]
+ [gdscript]
randi_range(0, 1) # Returns either 0 or 1
randi_range(-10, 1000) # Returns random integer between -10 and 1000
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ GD.RandRange(0, 1); // Returns either 0 or 1
+ GD.RandRange(-10, 1000); // Returns random integer between -10 and 1000
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="randomize">
@@ -1010,14 +1100,24 @@
<param index="0" name="base" type="int" />
<description>
Sets the seed for the random number generator to [param base]. Setting the seed manually can ensure consistent, repeatable results for most random functions.
- [codeblock]
+ [codeblocks]
+ [gdscript]
var my_seed = "Godot Rocks".hash()
seed(my_seed)
var a = randf() + randi()
seed(my_seed)
var b = randf() + randi()
# a and b are now identical
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ ulong mySeed = (ulong)GD.Hash("Godot Rocks");
+ GD.Seed(mySeed);
+ var a = GD.Randf() + GD.Randi();
+ GD.Seed(mySeed);
+ var b = GD.Randf() + GD.Randi();
+ // a and b are now identical
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="sign">
@@ -1179,11 +1279,18 @@
<param index="0" name="string" type="String" />
<description>
Converts a formatted [param string] that was returned by [method var_to_str] to the original [Variant].
- [codeblock]
+ [codeblocks]
+ [gdscript]
var a = '{ "a": 1, "b": 2 }' # a is a String
var b = str_to_var(a) # b is a Dictionary
print(b["a"]) # Prints 1
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ string a = "{ \"a\": 1, \"b\": 2 }"; // a is a string
+ var b = GD.StrToVar(a).AsGodotDictionary(); // b is a Dictionary
+ GD.Print(b["a"]); // Prints 1
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="tan">
@@ -1243,15 +1350,21 @@
<param index="0" name="variable" type="Variant" />
<description>
Converts a [Variant] [param variable] to a formatted [String] that can then be parsed using [method str_to_var].
- [codeblock]
- a = { "a": 1, "b": 2 }
+ [codeblocks]
+ [gdscript]
+ var a = { "a": 1, "b": 2 }
print(var_to_str(a))
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ var a = new Godot.Collections.Dictionary { ["a"] = 1, ["b"] = 2 };
+ GD.Print(GD.VarToStr(a));
+ [/csharp]
+ [/codeblocks]
Prints:
[codeblock]
{
- "a": 1,
- "b": 2
+ "a": 1,
+ "b": 2
}
[/codeblock]
</description>
diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml
index ca454cafa3..2c5337eea3 100644
--- a/doc/classes/AABB.xml
+++ b/doc/classes/AABB.xml
@@ -66,7 +66,7 @@
[/gdscript]
[csharp]
// position (-3, 2, 0), size (1, 1, 1)
- var box = new AABB(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));
+ var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));
// position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and Vector3(0, -1, 2)
var box2 = box.Expand(new Vector3(0, -1, 2));
[/csharp]
diff --git a/doc/classes/AStarGrid2D.xml b/doc/classes/AStarGrid2D.xml
index 32599d7f7d..b253a33377 100644
--- a/doc/classes/AStarGrid2D.xml
+++ b/doc/classes/AStarGrid2D.xml
@@ -17,11 +17,11 @@
[/gdscript]
[csharp]
AStarGrid2D astarGrid = new AStarGrid2D();
- astarGrid.Size = new Vector2i(32, 32);
- astarGrid.CellSize = new Vector2i(16, 16);
+ astarGrid.Size = new Vector2I(32, 32);
+ astarGrid.CellSize = new Vector2I(16, 16);
astarGrid.Update();
- GD.Print(astarGrid.GetIdPath(Vector2i.Zero, new Vector2i(3, 4))); // prints (0, 0), (1, 1), (2, 2), (3, 3), (3, 4)
- GD.Print(astarGrid.GetPointPath(Vector2i.Zero, new Vector2i(3, 4))); // prints (0, 0), (16, 16), (32, 32), (48, 48), (48, 64)
+ GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // prints (0, 0), (1, 1), (2, 2), (3, 3), (3, 4)
+ GD.Print(astarGrid.GetPointPath(Vector2I.Zero, new Vector2I(3, 4))); // prints (0, 0), (16, 16), (32, 32), (48, 48), (48, 64)
[/csharp]
[/codeblocks]
</description>
diff --git a/doc/classes/AnimatedSprite2D.xml b/doc/classes/AnimatedSprite2D.xml
index cd9c0cee98..9872c59990 100644
--- a/doc/classes/AnimatedSprite2D.xml
+++ b/doc/classes/AnimatedSprite2D.xml
@@ -5,34 +5,82 @@
</brief_description>
<description>
[AnimatedSprite2D] is similar to the [Sprite2D] node, except it carries multiple textures as animation frames. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel.
- After setting up [member frames], [method play] may be called. It's also possible to select an [member animation] and toggle [member playing], even within the editor.
- To pause the current animation, set [member playing] to [code]false[/code]. Alternatively, setting [member speed_scale] to [code]0[/code] also preserves the current frame's elapsed time.
</description>
<tutorials>
<link title="2D Sprite animation">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
</tutorials>
<methods>
+ <method name="get_playing_speed" qualifiers="const">
+ <return type="float" />
+ <description>
+ Returns the actual playing speed of current animation or [code]0[/code] if not playing. This speed is the [member speed_scale] property multiplied by [code]custom_speed[/code] argument specified when calling the [method play] method.
+ Returns a negative value if the current animation is playing backwards.
+ </description>
+ </method>
+ <method name="is_playing" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if an animation is currently playing (even if [member speed_scale] and/or [code]custom_speed[/code] are [code]0[/code]).
+ </description>
+ </method>
+ <method name="pause">
+ <return type="void" />
+ <description>
+ Pauses the currently playing animation. The [member frame] and [member frame_progress] will be kept and calling [method play] or [method play_backwards] without arguments will resume the animation from the current playback position.
+ See also [method stop].
+ </description>
+ </method>
<method name="play">
<return type="void" />
- <param index="0" name="anim" type="StringName" default="&amp;&quot;&quot;" />
- <param index="1" name="backwards" type="bool" default="false" />
+ <param index="0" name="name" type="StringName" default="&amp;&quot;&quot;" />
+ <param index="1" name="custom_speed" type="float" default="1.0" />
+ <param index="2" name="from_end" type="bool" default="false" />
+ <description>
+ Plays the animation with key [param name]. If [param custom_speed] is negative and [param from_end] is [code]true[/code], the animation will play backwards (which is equivalent to calling [method play_backwards]).
+ If this method is called with that same animation [param name], or with no [param name] parameter, the assigned animation will resume playing if it was paused.
+ </description>
+ </method>
+ <method name="play_backwards">
+ <return type="void" />
+ <param index="0" name="name" type="StringName" default="&amp;&quot;&quot;" />
+ <description>
+ Plays the animation with key [param name] in reverse.
+ This method is a shorthand for [method play] with [code]custom_speed = -1.0[/code] and [code]from_end = true[/code], so see its description for more information.
+ </description>
+ </method>
+ <method name="set_frame_and_progress">
+ <return type="void" />
+ <param index="0" name="frame" type="int" />
+ <param index="1" name="progress" type="float" />
<description>
- Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. If [param backwards] is [code]true[/code], the animation is played in reverse.
- [b]Note:[/b] If [member speed_scale] is negative, the animation direction specified by [param backwards] will be inverted.
+ The setter of [member frame] resets the [member frame_progress] to [code]0.0[/code] implicitly, but this method avoids that.
+ This is useful when you want to carry over the current [member frame_progress] to another [member frame].
+ [b]Example:[/b]
+ [codeblocks]
+ [gdscript]
+ # Change the animation with keeping the frame index and progress.
+ var current_frame = animated_sprite.get_frame()
+ var current_progress = animated_sprite.get_frame_progress()
+ animated_sprite.play("walk_another_skin")
+ animated_sprite.set_frame_and_progress(current_frame, current_progress)
+ [/gdscript]
+ [/codeblocks]
</description>
</method>
<method name="stop">
<return type="void" />
<description>
- Stops the current [member animation] at the current [member frame].
- [b]Note:[/b] This method resets the current frame's elapsed time and removes the [code]backwards[/code] flag from the current [member animation] (if it was previously set by [method play]). If this behavior is undesired, set [member playing] to [code]false[/code] instead.
+ Stops the currently playing animation. The animation position is reset to [code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/code]. See also [method pause].
</description>
</method>
</methods>
<members>
<member name="animation" type="StringName" setter="set_animation" getter="get_animation" default="&amp;&quot;default&quot;">
- The current animation from the [member frames] resource. If this value changes, the [code]frame[/code] counter is reset.
+ The current animation from the [member sprite_frames] resource. If this value is changed, the [member frame] counter and the [member frame_progress] are reset.
+ </member>
+ <member name="autoplay" type="String" setter="set_autoplay" getter="get_autoplay" default="&quot;&quot;">
+ The key of the animation to play when the scene loads.
</member>
<member name="centered" type="bool" setter="set_centered" getter="is_centered" default="true">
If [code]true[/code], texture will be centered.
@@ -44,32 +92,46 @@
If [code]true[/code], texture is flipped vertically.
</member>
<member name="frame" type="int" setter="set_frame" getter="get_frame" default="0">
- The displayed animation frame's index.
+ The displayed animation frame's index. Setting this property also resets [member frame_progress]. If this is not desired, use [method set_frame_and_progress].
</member>
- <member name="frames" type="SpriteFrames" setter="set_sprite_frames" getter="get_sprite_frames">
- The [SpriteFrames] resource containing the animation(s). Allows you the option to load, edit, clear, make unique and save the states of the [SpriteFrames] resource.
+ <member name="frame_progress" type="float" setter="set_frame_progress" getter="get_frame_progress" default="0.0">
+ The progress value between [code]0.0[/code] and [code]1.0[/code] until the current frame transitions to the next frame. If the animation is playing backwards, the value transitions from [code]1.0[/code] to [code]0.0[/code].
</member>
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)">
The texture's drawing offset.
</member>
- <member name="playing" type="bool" setter="set_playing" getter="is_playing" default="false">
- If [code]true[/code], the [member animation] is currently playing. Setting this property to [code]false[/code] pauses the current animation. Use [method stop] to stop the animation at the current frame instead.
- [b]Note:[/b] Unlike [method stop], changing this property to [code]false[/code] preserves the current frame's elapsed time and the [code]backwards[/code] flag of the current [member animation] (if it was previously set by [method play]).
- [b]Note:[/b] After a non-looping animation finishes, the property still remains [code]true[/code].
- </member>
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
- The animation speed is multiplied by this value. If set to a negative value, the animation is played in reverse. If set to [code]0[/code], the animation is paused, preserving the current frame's elapsed time.
+ The speed scaling ratio. For example, if this value is [code]1[/code], then the animation plays at normal speed. If it's [code]0.5[/code], then it plays at half speed. If it's [code]2[/code], then it plays at double speed.
+ If set to a negative value, the animation is played in reverse. If set to [code]0[/code], the animation will not advance.
+ </member>
+ <member name="sprite_frames" type="SpriteFrames" setter="set_sprite_frames" getter="get_sprite_frames">
+ The [SpriteFrames] resource containing the animation(s). Allows you the option to load, edit, clear, make unique and save the states of the [SpriteFrames] resource.
</member>
</members>
<signals>
+ <signal name="animation_changed">
+ <description>
+ Emitted when [member animation] changes.
+ </description>
+ </signal>
<signal name="animation_finished">
<description>
- Emitted when the animation reaches the end, or the start if it is played in reverse. If the animation is looping, this signal is emitted at the end of each loop.
+ Emitted when the animation reaches the end, or the start if it is played in reverse. When the animation finishes, it pauses the playback.
+ </description>
+ </signal>
+ <signal name="animation_looped">
+ <description>
+ Emitted when the animation loops.
</description>
</signal>
<signal name="frame_changed">
<description>
- Emitted when [member frame] changed.
+ Emitted when [member frame] changes.
+ </description>
+ </signal>
+ <signal name="sprite_frames_changed">
+ <description>
+ Emitted when [member sprite_frames] changes.
</description>
</signal>
</signals>
diff --git a/doc/classes/AnimatedSprite3D.xml b/doc/classes/AnimatedSprite3D.xml
index 4837ae715f..c39bb99827 100644
--- a/doc/classes/AnimatedSprite3D.xml
+++ b/doc/classes/AnimatedSprite3D.xml
@@ -4,59 +4,121 @@
2D sprite node in 3D world, that can use multiple 2D textures for animation.
</brief_description>
<description>
- [AnimatedSprite3D] is similar to the [Sprite3D] node, except it carries multiple textures as animation [member frames]. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel.
- After setting up [member frames], [method play] may be called. It's also possible to select an [member animation] and toggle [member playing], even within the editor.
- To pause the current animation, set [member playing] to [code]false[/code]. Alternatively, setting [member speed_scale] to [code]0[/code] also preserves the current frame's elapsed time.
+ [AnimatedSprite3D] is similar to the [Sprite3D] node, except it carries multiple textures as animation [member sprite_frames]. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel.
</description>
<tutorials>
<link title="2D Sprite animation (also applies to 3D)">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link>
</tutorials>
<methods>
+ <method name="get_playing_speed" qualifiers="const">
+ <return type="float" />
+ <description>
+ Returns the actual playing speed of current animation or [code]0[/code] if not playing. This speed is the [member speed_scale] property multiplied by [code]custom_speed[/code] argument specified when calling the [method play] method.
+ Returns a negative value if the current animation is playing backwards.
+ </description>
+ </method>
+ <method name="is_playing" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if an animation is currently playing (even if [member speed_scale] and/or [code]custom_speed[/code] are [code]0[/code]).
+ </description>
+ </method>
+ <method name="pause">
+ <return type="void" />
+ <description>
+ Pauses the currently playing animation. The [member frame] and [member frame_progress] will be kept and calling [method play] or [method play_backwards] without arguments will resume the animation from the current playback position.
+ See also [method stop].
+ </description>
+ </method>
<method name="play">
<return type="void" />
- <param index="0" name="anim" type="StringName" default="&amp;&quot;&quot;" />
- <param index="1" name="backwards" type="bool" default="false" />
+ <param index="0" name="name" type="StringName" default="&amp;&quot;&quot;" />
+ <param index="1" name="custom_speed" type="float" default="1.0" />
+ <param index="2" name="from_end" type="bool" default="false" />
+ <description>
+ Plays the animation with key [param name]. If [param custom_speed] is negative and [param from_end] is [code]true[/code], the animation will play backwards (which is equivalent to calling [method play_backwards]).
+ If this method is called with that same animation [param name], or with no [param name] parameter, the assigned animation will resume playing if it was paused.
+ </description>
+ </method>
+ <method name="play_backwards">
+ <return type="void" />
+ <param index="0" name="name" type="StringName" default="&amp;&quot;&quot;" />
+ <description>
+ Plays the animation with key [param name] in reverse.
+ This method is a shorthand for [method play] with [code]custom_speed = -1.0[/code] and [code]from_end = true[/code], so see its description for more information.
+ </description>
+ </method>
+ <method name="set_frame_and_progress">
+ <return type="void" />
+ <param index="0" name="frame" type="int" />
+ <param index="1" name="progress" type="float" />
<description>
- Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. If [param backwards] is [code]true[/code], the animation is played in reverse.
- [b]Note:[/b] If [member speed_scale] is negative, the animation direction specified by [param backwards] will be inverted.
+ The setter of [member frame] resets the [member frame_progress] to [code]0.0[/code] implicitly, but this method avoids that.
+ This is useful when you want to carry over the current [member frame_progress] to another [member frame].
+ [b]Example:[/b]
+ [codeblocks]
+ [gdscript]
+ # Change the animation with keeping the frame index and progress.
+ var current_frame = animated_sprite.get_frame()
+ var current_progress = animated_sprite.get_frame_progress()
+ animated_sprite.play("walk_another_skin")
+ animated_sprite.set_frame_and_progress(current_frame, current_progress)
+ [/gdscript]
+ [/codeblocks]
</description>
</method>
<method name="stop">
<return type="void" />
<description>
- Stops the current [member animation] at the current [member frame].
- [b]Note:[/b] This method resets the current frame's elapsed time and removes the [code]backwards[/code] flag from the current [member animation] (if it was previously set by [method play]). If this behavior is undesired, set [member playing] to [code]false[/code] instead.
+ Stops the currently playing animation. The animation position is reset to [code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/code]. See also [method pause].
</description>
</method>
</methods>
<members>
<member name="animation" type="StringName" setter="set_animation" getter="get_animation" default="&amp;&quot;default&quot;">
- The current animation from the [code]frames[/code] resource. If this value changes, the [code]frame[/code] counter is reset.
+ The current animation from the [member sprite_frames] resource. If this value is changed, the [member frame] counter and the [member frame_progress] are reset.
</member>
- <member name="frame" type="int" setter="set_frame" getter="get_frame" default="0">
- The displayed animation frame's index.
+ <member name="autoplay" type="String" setter="set_autoplay" getter="get_autoplay" default="&quot;&quot;">
+ The key of the animation to play when the scene loads.
</member>
- <member name="frames" type="SpriteFrames" setter="set_sprite_frames" getter="get_sprite_frames">
- The [SpriteFrames] resource containing the animation(s).
+ <member name="frame" type="int" setter="set_frame" getter="get_frame" default="0">
+ The displayed animation frame's index. Setting this property also resets [member frame_progress]. If this is not desired, use [method set_frame_and_progress].
</member>
- <member name="playing" type="bool" setter="set_playing" getter="is_playing" default="false">
- If [code]true[/code], the [member animation] is currently playing. Setting this property to [code]false[/code] pauses the current animation. Use [method stop] to stop the animation at the current frame instead.
- [b]Note:[/b] Unlike [method stop], changing this property to [code]false[/code] preserves the current frame's elapsed time and the [code]backwards[/code] flag of the current [member animation] (if it was previously set by [method play]).
- [b]Note:[/b] After a non-looping animation finishes, the property still remains [code]true[/code].
+ <member name="frame_progress" type="float" setter="set_frame_progress" getter="get_frame_progress" default="0.0">
+ The progress value between [code]0.0[/code] and [code]1.0[/code] until the current frame transitions to the next frame. If the animation is playing backwards, the value transitions from [code]1.0[/code] to [code]0.0[/code].
</member>
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
- The animation speed is multiplied by this value. If set to a negative value, the animation is played in reverse. If set to [code]0[/code], the animation is paused, preserving the current frame's elapsed time.
+ The speed scaling ratio. For example, if this value is [code]1[/code], then the animation plays at normal speed. If it's [code]0.5[/code], then it plays at half speed. If it's [code]2[/code], then it plays at double speed.
+ If set to a negative value, the animation is played in reverse. If set to [code]0[/code], the animation will not advance.
+ </member>
+ <member name="sprite_frames" type="SpriteFrames" setter="set_sprite_frames" getter="get_sprite_frames">
+ The [SpriteFrames] resource containing the animation(s). Allows you the option to load, edit, clear, make unique and save the states of the [SpriteFrames] resource.
</member>
</members>
<signals>
+ <signal name="animation_changed">
+ <description>
+ Emitted when [member animation] changes.
+ </description>
+ </signal>
<signal name="animation_finished">
<description>
- Emitted when the animation reaches the end, or the start if it is played in reverse. If the animation is looping, this signal is emitted at the end of each loop.
+ Emitted when the animation reaches the end, or the start if it is played in reverse. When the animation finishes, it pauses the playback.
+ </description>
+ </signal>
+ <signal name="animation_looped">
+ <description>
+ Emitted when the animation loops.
</description>
</signal>
<signal name="frame_changed">
<description>
- Emitted when [member frame] changed.
+ Emitted when [member frame] changes.
+ </description>
+ </signal>
+ <signal name="sprite_frames_changed">
+ <description>
+ Emitted when [member sprite_frames] changes.
</description>
</signal>
</signals>
diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml
index eee25fad7c..bccab4613a 100644
--- a/doc/classes/AnimationNodeStateMachineTransition.xml
+++ b/doc/classes/AnimationNodeStateMachineTransition.xml
@@ -15,7 +15,7 @@
$animation_tree.set("parameters/conditions/idle", is_on_floor and (linear_velocity.x == 0))
[/gdscript]
[csharp]
- GetNode&lt;AnimationTree&gt;("animation_tree").Set("parameters/conditions/idle", IsOnFloor &amp;&amp; (LinearVelocity.x == 0));
+ GetNode&lt;AnimationTree&gt;("animation_tree").Set("parameters/conditions/idle", IsOnFloor &amp;&amp; (LinearVelocity.X == 0));
[/csharp]
[/codeblocks]
</member>
diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml
index c164fe4363..8982eeedb2 100644
--- a/doc/classes/AnimationPlayer.xml
+++ b/doc/classes/AnimationPlayer.xml
@@ -113,13 +113,14 @@
<param index="0" name="anim_from" type="StringName" />
<param index="1" name="anim_to" type="StringName" />
<description>
- Gets the blend time (in seconds) between two animations, referenced by their keys.
+ Returns the blend time (in seconds) between two animations, referenced by their keys.
</description>
</method>
<method name="get_playing_speed" qualifiers="const">
<return type="float" />
<description>
- Gets the actual playing speed of current animation or 0 if not playing. This speed is the [member playback_speed] property multiplied by [code]custom_speed[/code] argument specified when calling the [method play] method.
+ Returns the actual playing speed of current animation or [code]0[/code] if not playing. This speed is the [member speed_scale] property multiplied by [code]custom_speed[/code] argument specified when calling the [method play] method.
+ Returns a negative value if the current animation is playing backwards.
</description>
</method>
<method name="get_queue">
@@ -145,7 +146,7 @@
<method name="is_playing" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if playing an animation.
+ Returns [code]true[/code] if an animation is currently playing (even if [member speed_scale] and/or [code]custom_speed[/code] are [code]0[/code]).
</description>
</method>
<method name="pause">
@@ -163,7 +164,7 @@
<param index="3" name="from_end" type="bool" default="false" />
<description>
Plays the animation with key [param name]. Custom blend times and speed can be set. If [param custom_speed] is negative and [param from_end] is [code]true[/code], the animation will play backwards (which is equivalent to calling [method play_backwards]).
- The [AnimationPlayer] keeps track of its current or last played animation with [member assigned_animation]. If this method is called with that same animation [param name], or with no [param name] parameter, the assigned animation will resume playing if it was paused, or restart if it was stopped (see [method stop] for both pause and stop). If the animation was already playing, it will keep playing.
+ The [AnimationPlayer] keeps track of its current or last played animation with [member assigned_animation]. If this method is called with that same animation [param name], or with no [param name] parameter, the assigned animation will resume playing if it was paused.
[b]Note:[/b] The animation will be updated the next time the [AnimationPlayer] is processed. If other variables are updated at the same time this is called, they may be updated too early. To perform the update immediately, call [code]advance(0)[/code].
</description>
</method>
@@ -221,7 +222,7 @@
<return type="void" />
<param index="0" name="keep_state" type="bool" default="false" />
<description>
- Stops the currently playing animation. The animation position is reset to [code]0[/code] and the playback speed is reset to [code]1.0[/code]. See also [method pause].
+ Stops the currently playing animation. The animation position is reset to [code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/code]. See also [method pause].
If [param keep_state] is [code]true[/code], the animation state is not updated visually.
[b]Note:[/b] The method / audio / animation playback tracks will not be processed by this method.
</description>
@@ -260,9 +261,6 @@
<member name="playback_process_mode" type="int" setter="set_process_callback" getter="get_process_callback" enum="AnimationPlayer.AnimationProcessCallback" default="1">
The process notification in which to update animations.
</member>
- <member name="playback_speed" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
- The speed scaling ratio. For example, if this value is 1, then the animation plays at normal speed. If it's 0.5, then it plays at half speed. If it's 2, then it plays at double speed.
- </member>
<member name="reset_on_save" type="bool" setter="set_reset_on_save_enabled" getter="is_reset_on_save_enabled" default="true">
This is used by the editor. If set to [code]true[/code], the scene will be saved with the effects of the reset animation (the animation with the key [code]"RESET"[/code]) applied as if it had been seeked to time 0, with the editor keeping the values that the scene had before saving.
This makes it more convenient to preview and edit animations in the editor, as changes to the scene will not be saved as long as they are set in the reset animation.
@@ -270,6 +268,10 @@
<member name="root_node" type="NodePath" setter="set_root" getter="get_root" default="NodePath(&quot;..&quot;)">
The node from which node path references will travel.
</member>
+ <member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
+ The speed scaling ratio. For example, if this value is [code]1[/code], then the animation plays at normal speed. If it's [code]0.5[/code], then it plays at half speed. If it's [code]2[/code], then it plays at double speed.
+ If set to a negative value, the animation is played in reverse. If set to [code]0[/code], the animation will not advance.
+ </member>
</members>
<signals>
<signal name="animation_changed">
diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml
index ce4d7693d8..1ac1c0745e 100644
--- a/doc/classes/Array.xml
+++ b/doc/classes/Array.xml
@@ -392,7 +392,7 @@
<method name="is_read_only" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if the array is read-only. See [method set_read_only]. Arrays are automatically read-only if declared with [code]const[/code] keyword.
+ Returns [code]true[/code] if the array is read-only. See [method make_read_only]. Arrays are automatically read-only if declared with [code]const[/code] keyword.
</description>
</method>
<method name="is_typed" qualifiers="const">
@@ -401,6 +401,12 @@
Returns [code]true[/code] if the array is typed. Typed arrays can only store elements of their associated type and provide type safety for the [code][][/code] operator. Methods of typed array still return [Variant].
</description>
</method>
+ <method name="make_read_only">
+ <return type="void" />
+ <description>
+ Makes the array read-only, i.e. disabled modifying of the array's elements. Does not apply to nested content, e.g. content of nested arrays.
+ </description>
+ </method>
<method name="map" qualifiers="const">
<return type="Array" />
<param index="0" name="method" type="Callable" />
@@ -524,13 +530,6 @@
Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array.
</description>
</method>
- <method name="set_read_only">
- <return type="void" />
- <param index="0" name="enable" type="bool" />
- <description>
- Makes the [Array] read-only, i.e. disabled modifying of the array's elements. Does not apply to nested content, e.g. content of nested arrays.
- </description>
- </method>
<method name="set_typed">
<return type="void" />
<param index="0" name="type" type="int" />
diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml
index 7b86afcc4c..6dc66194b8 100644
--- a/doc/classes/ArrayMesh.xml
+++ b/doc/classes/ArrayMesh.xml
@@ -206,6 +206,7 @@
Overrides the [AABB] with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices.
</member>
<member name="shadow_mesh" type="ArrayMesh" setter="set_shadow_mesh" getter="get_shadow_mesh">
+ An optional mesh which is used for rendering shadows and can be used for the depth prepass. Can be used to increase performance of shadow rendering by using a mesh that only contains vertex position data (without normals, UVs, colors, etc.).
</member>
</members>
</class>
diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml
index 03e5b5d1d8..ea0bcc5cbb 100644
--- a/doc/classes/Dictionary.xml
+++ b/doc/classes/Dictionary.xml
@@ -271,12 +271,24 @@
Returns [code]true[/code] if the dictionary is empty (its size is [code]0[/code]). See also [method size].
</description>
</method>
+ <method name="is_read_only" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if the dictionary is read-only. See [method make_read_only]. Dictionaries are automatically read-only if declared with [code]const[/code] keyword.
+ </description>
+ </method>
<method name="keys" qualifiers="const">
<return type="Array" />
<description>
Returns the list of keys in the dictionary.
</description>
</method>
+ <method name="make_read_only">
+ <return type="void" />
+ <description>
+ Makes the dictionary read-only, i.e. disabled modifying of the dictionary's contents. Does not apply to nested content, e.g. content of nested dicitonaries.
+ </description>
+ </method>
<method name="merge">
<return type="void" />
<param index="0" name="dictionary" type="Dictionary" />
diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml
index 051e087611..b13564cfef 100644
--- a/doc/classes/Image.xml
+++ b/doc/classes/Image.xml
@@ -525,7 +525,7 @@
var img = new Image();
img.Create(imgWidth, imgHeight, false, Image.Format.Rgba8);
- img.SetPixelv(new Vector2i(1, 2), Colors.Red); // Sets the color at (1, 2) to red.
+ img.SetPixelv(new Vector2I(1, 2), Colors.Red); // Sets the color at (1, 2) to red.
[/csharp]
[/codeblocks]
This is the same as [method set_pixel], but with a [Vector2i] argument instead of two integer arguments.
diff --git a/doc/classes/LineEdit.xml b/doc/classes/LineEdit.xml
index b8383aaed9..8ed8622030 100644
--- a/doc/classes/LineEdit.xml
+++ b/doc/classes/LineEdit.xml
@@ -61,6 +61,45 @@
<return type="PopupMenu" />
<description>
Returns the [PopupMenu] of this [LineEdit]. By default, this menu is displayed when right-clicking on the [LineEdit].
+ You can add custom menu items or remove standard ones. Make sure your IDs don't conflict with the standard ones (see [enum MenuItems]). For example:
+ [codeblocks]
+ [gdscript]
+ func _ready():
+ var menu = get_menu()
+ # Remove all items after "Redo".
+ menu.item_count = menu.get_item_index(MENU_REDO) + 1
+ # Add custom items.
+ menu.add_separator()
+ menu.add_item("Insert Date", MENU_MAX + 1)
+ # Connect callback.
+ menu.id_pressed.connect(_on_item_pressed)
+
+ func _on_item_pressed(id):
+ if id == MENU_MAX + 1:
+ insert_text_at_caret(Time.get_date_string_from_system())
+ [/gdscript]
+ [csharp]
+ public override void _Ready()
+ {
+ var menu = GetMenu();
+ // Remove all items after "Redo".
+ menu.ItemCount = menu.GetItemIndex(LineEdit.MenuItems.Redo) + 1;
+ // Add custom items.
+ menu.AddSeparator();
+ menu.AddItem("Insert Date", LineEdit.MenuItems.Max + 1);
+ // Add event handler.
+ menu.IdPressed += OnItemPressed;
+ }
+
+ public void OnItemPressed(int id)
+ {
+ if (id == LineEdit.MenuItems.Max + 1)
+ {
+ InsertTextAtCaret(Time.GetDateStringFromSystem());
+ }
+ }
+ [/csharp]
+ [/codeblocks]
[b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member Window.visible] property.
</description>
</method>
@@ -296,70 +335,76 @@
<constant name="MENU_REDO" value="6" enum="MenuItems">
Reverse the last undo action.
</constant>
- <constant name="MENU_DIR_INHERITED" value="7" enum="MenuItems">
+ <constant name="MENU_SUBMENU_TEXT_DIR" value="7" enum="MenuItems">
+ ID of "Text Writing Direction" submenu.
+ </constant>
+ <constant name="MENU_DIR_INHERITED" value="8" enum="MenuItems">
Sets text direction to inherited.
</constant>
- <constant name="MENU_DIR_AUTO" value="8" enum="MenuItems">
+ <constant name="MENU_DIR_AUTO" value="9" enum="MenuItems">
Sets text direction to automatic.
</constant>
- <constant name="MENU_DIR_LTR" value="9" enum="MenuItems">
+ <constant name="MENU_DIR_LTR" value="10" enum="MenuItems">
Sets text direction to left-to-right.
</constant>
- <constant name="MENU_DIR_RTL" value="10" enum="MenuItems">
+ <constant name="MENU_DIR_RTL" value="11" enum="MenuItems">
Sets text direction to right-to-left.
</constant>
- <constant name="MENU_DISPLAY_UCC" value="11" enum="MenuItems">
+ <constant name="MENU_DISPLAY_UCC" value="12" enum="MenuItems">
Toggles control character display.
</constant>
- <constant name="MENU_INSERT_LRM" value="12" enum="MenuItems">
+ <constant name="MENU_SUBMENU_INSERT_UCC" value="13" enum="MenuItems">
+ ID of "Insert Control Character" submenu.
+ </constant>
+ <constant name="MENU_INSERT_LRM" value="14" enum="MenuItems">
Inserts left-to-right mark (LRM) character.
</constant>
- <constant name="MENU_INSERT_RLM" value="13" enum="MenuItems">
+ <constant name="MENU_INSERT_RLM" value="15" enum="MenuItems">
Inserts right-to-left mark (RLM) character.
</constant>
- <constant name="MENU_INSERT_LRE" value="14" enum="MenuItems">
+ <constant name="MENU_INSERT_LRE" value="16" enum="MenuItems">
Inserts start of left-to-right embedding (LRE) character.
</constant>
- <constant name="MENU_INSERT_RLE" value="15" enum="MenuItems">
+ <constant name="MENU_INSERT_RLE" value="17" enum="MenuItems">
Inserts start of right-to-left embedding (RLE) character.
</constant>
- <constant name="MENU_INSERT_LRO" value="16" enum="MenuItems">
+ <constant name="MENU_INSERT_LRO" value="18" enum="MenuItems">
Inserts start of left-to-right override (LRO) character.
</constant>
- <constant name="MENU_INSERT_RLO" value="17" enum="MenuItems">
+ <constant name="MENU_INSERT_RLO" value="19" enum="MenuItems">
Inserts start of right-to-left override (RLO) character.
</constant>
- <constant name="MENU_INSERT_PDF" value="18" enum="MenuItems">
+ <constant name="MENU_INSERT_PDF" value="20" enum="MenuItems">
Inserts pop direction formatting (PDF) character.
</constant>
- <constant name="MENU_INSERT_ALM" value="19" enum="MenuItems">
+ <constant name="MENU_INSERT_ALM" value="21" enum="MenuItems">
Inserts Arabic letter mark (ALM) character.
</constant>
- <constant name="MENU_INSERT_LRI" value="20" enum="MenuItems">
+ <constant name="MENU_INSERT_LRI" value="22" enum="MenuItems">
Inserts left-to-right isolate (LRI) character.
</constant>
- <constant name="MENU_INSERT_RLI" value="21" enum="MenuItems">
+ <constant name="MENU_INSERT_RLI" value="23" enum="MenuItems">
Inserts right-to-left isolate (RLI) character.
</constant>
- <constant name="MENU_INSERT_FSI" value="22" enum="MenuItems">
+ <constant name="MENU_INSERT_FSI" value="24" enum="MenuItems">
Inserts first strong isolate (FSI) character.
</constant>
- <constant name="MENU_INSERT_PDI" value="23" enum="MenuItems">
+ <constant name="MENU_INSERT_PDI" value="25" enum="MenuItems">
Inserts pop direction isolate (PDI) character.
</constant>
- <constant name="MENU_INSERT_ZWJ" value="24" enum="MenuItems">
+ <constant name="MENU_INSERT_ZWJ" value="26" enum="MenuItems">
Inserts zero width joiner (ZWJ) character.
</constant>
- <constant name="MENU_INSERT_ZWNJ" value="25" enum="MenuItems">
+ <constant name="MENU_INSERT_ZWNJ" value="27" enum="MenuItems">
Inserts zero width non-joiner (ZWNJ) character.
</constant>
- <constant name="MENU_INSERT_WJ" value="26" enum="MenuItems">
+ <constant name="MENU_INSERT_WJ" value="28" enum="MenuItems">
Inserts word joiner (WJ) character.
</constant>
- <constant name="MENU_INSERT_SHY" value="27" enum="MenuItems">
+ <constant name="MENU_INSERT_SHY" value="29" enum="MenuItems">
Inserts soft hyphen (SHY) character.
</constant>
- <constant name="MENU_MAX" value="28" enum="MenuItems">
+ <constant name="MENU_MAX" value="30" enum="MenuItems">
Represents the size of the [enum MenuItems] enum.
</constant>
<constant name="KEYBOARD_TYPE_DEFAULT" value="0" enum="VirtualKeyboardType">
diff --git a/doc/classes/NavigationAgent2D.xml b/doc/classes/NavigationAgent2D.xml
index b561748b30..6ae4dc4177 100644
--- a/doc/classes/NavigationAgent2D.xml
+++ b/doc/classes/NavigationAgent2D.xml
@@ -4,8 +4,8 @@
2D Agent used in navigation for collision avoidance.
</brief_description>
<description>
- 2D Agent that is used in navigation to reach a location while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. [NavigationAgent2D] is physics safe.
- [b]Note:[/b] After setting [member target_location] it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node.
+ 2D Agent that is used in navigation to reach a position while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. [NavigationAgent2D] is physics safe.
+ [b]Note:[/b] After setting [member target_position] it is required to use the [method get_next_path_position] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node.
</description>
<tutorials>
<link title="Using NavigationAgents">$DOCS_URL/tutorials/navigation/navigation_using_navigationagents.html</link>
@@ -14,13 +14,13 @@
<method name="distance_to_target" qualifiers="const">
<return type="float" />
<description>
- Returns the distance to the target location, using the agent's global position. The user must set [member target_location] in order for this to be accurate.
+ Returns the distance to the target position, using the agent's global position. The user must set [member target_position] in order for this to be accurate.
</description>
</method>
<method name="get_current_navigation_path" qualifiers="const">
<return type="PackedVector2Array" />
<description>
- Returns this agent's current path from start to finish in global coordinates. The path only updates when the target location is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_location] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic.
+ Returns this agent's current path from start to finish in global coordinates. The path only updates when the target position is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_path_position] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic.
</description>
</method>
<method name="get_current_navigation_path_index" qualifiers="const">
@@ -35,10 +35,10 @@
Returns the path query result for the path the agent is currently following.
</description>
</method>
- <method name="get_final_location">
+ <method name="get_final_position">
<return type="Vector2" />
<description>
- Returns the reachable final location in global coordinates. This can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame.
+ Returns the reachable final position in global coordinates. This can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame.
</description>
</method>
<method name="get_navigation_layer_value" qualifiers="const">
@@ -54,10 +54,10 @@
Returns the [RID] of the navigation map for this NavigationAgent node. This function returns always the map set on the NavigationAgent node and not the map of the abstract agent on the NavigationServer. If the agent map is changed directly with the NavigationServer API the NavigationAgent node will not be aware of the map change. Use [method set_navigation_map] to change the navigation map for the NavigationAgent and also update the agent on the NavigationServer.
</description>
</method>
- <method name="get_next_location">
+ <method name="get_next_path_position">
<return type="Vector2" />
<description>
- Returns the next location in global coordinates that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent. The use of this function once every physics frame is required to update the internal path logic of the NavigationAgent.
+ Returns the next position in global coordinates that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent. The use of this function once every physics frame is required to update the internal path logic of the NavigationAgent.
</description>
</method>
<method name="get_rid" qualifiers="const">
@@ -69,19 +69,19 @@
<method name="is_navigation_finished">
<return type="bool" />
<description>
- Returns true if the navigation path's final location has been reached.
+ Returns true if the navigation path's final position has been reached.
</description>
</method>
<method name="is_target_reachable">
<return type="bool" />
<description>
- Returns true if [member target_location] is reachable.
+ Returns true if [member target_position] is reachable.
</description>
</method>
<method name="is_target_reached" qualifiers="const">
<return type="bool" />
<description>
- Returns true if [member target_location] is reached. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location].
+ Returns true if [member target_position] is reached. It may not always be possible to reach the target position. It should always be possible to reach the final position though. See [method get_final_position].
</description>
</method>
<method name="set_navigation_layer_value">
@@ -127,7 +127,7 @@
The distance threshold before a path point is considered to be reached. This will allow an agent to not have to hit a path point on the path exactly, but in the area. If this value is set to high the NavigationAgent will skip points on the path which can lead to leaving the navigation mesh. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the next point on each physics frame update.
</member>
<member name="path_max_distance" type="float" setter="set_path_max_distance" getter="get_path_max_distance" default="100.0">
- The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path.
+ The maximum distance the agent is allowed away from the ideal path to the final position. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path.
</member>
<member name="path_metadata_flags" type="int" setter="set_path_metadata_flags" getter="get_path_metadata_flags" enum="NavigationPathQueryParameters2D.PathMetadataFlags" default="7">
Additional information to return with the navigation path.
@@ -139,8 +139,8 @@
<member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="10.0">
The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update.
</member>
- <member name="target_location" type="Vector2" setter="set_target_location" getter="get_target_location" default="Vector2(0, 0)">
- The user-defined target location. Setting this property will clear the current navigation path.
+ <member name="target_position" type="Vector2" setter="set_target_position" getter="get_target_position" default="Vector2(0, 0)">
+ The user-defined target position. Setting this property will clear the current navigation path.
</member>
<member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="1.0">
The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. Must be positive.
@@ -152,7 +152,7 @@
<description>
Notifies when a navigation link has been reached.
The details dictionary may contain the following keys depending on the value of [member path_metadata_flags]:
- - [code]location[/code]: The start location of the link that was reached.
+ - [code]position[/code]: The start position of the link that was reached.
- [code]type[/code]: Always [constant NavigationPathQueryResult2D.PATH_SEGMENT_TYPE_LINK].
- [code]rid[/code]: The [RID] of the link.
- [code]owner[/code]: The object which manages the link (usually [NavigationLink2D]).
@@ -160,7 +160,7 @@
</signal>
<signal name="navigation_finished">
<description>
- Notifies when the final location is reached.
+ Notifies when the final position is reached.
</description>
</signal>
<signal name="path_changed">
@@ -170,7 +170,7 @@
</signal>
<signal name="target_reached">
<description>
- Notifies when the player-defined [member target_location] is reached.
+ Notifies when the player-defined [member target_position] is reached.
</description>
</signal>
<signal name="velocity_computed">
@@ -184,7 +184,7 @@
<description>
Notifies when a waypoint along the path has been reached.
The details dictionary may contain the following keys depending on the value of [member path_metadata_flags]:
- - [code]location[/code]: The location of the waypoint that was reached.
+ - [code]position[/code]: The position of the waypoint that was reached.
- [code]type[/code]: The type of navigation primitive (region or link) that contains this waypoint.
- [code]rid[/code]: The [RID] of the containing navigation primitive (region or link).
- [code]owner[/code]: The object which manages the containing navigation primitive (region or link).
diff --git a/doc/classes/NavigationAgent3D.xml b/doc/classes/NavigationAgent3D.xml
index a1b007ee56..a22cd6dd46 100644
--- a/doc/classes/NavigationAgent3D.xml
+++ b/doc/classes/NavigationAgent3D.xml
@@ -4,8 +4,8 @@
3D Agent used in navigation for collision avoidance.
</brief_description>
<description>
- 3D Agent that is used in navigation to reach a location while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. [NavigationAgent3D] is physics safe.
- [b]Note:[/b] After setting [member target_location] it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node.
+ 3D Agent that is used in navigation to reach a position while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. [NavigationAgent3D] is physics safe.
+ [b]Note:[/b] After setting [member target_position] it is required to use the [method get_next_path_position] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node.
</description>
<tutorials>
<link title="Using NavigationAgents">$DOCS_URL/tutorials/navigation/navigation_using_navigationagents.html</link>
@@ -14,13 +14,13 @@
<method name="distance_to_target" qualifiers="const">
<return type="float" />
<description>
- Returns the distance to the target location, using the agent's global position. The user must set [member target_location] in order for this to be accurate.
+ Returns the distance to the target position, using the agent's global position. The user must set [member target_position] in order for this to be accurate.
</description>
</method>
<method name="get_current_navigation_path" qualifiers="const">
<return type="PackedVector3Array" />
<description>
- Returns this agent's current path from start to finish in global coordinates. The path only updates when the target location is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_location] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic.
+ Returns this agent's current path from start to finish in global coordinates. The path only updates when the target position is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_path_position] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic.
</description>
</method>
<method name="get_current_navigation_path_index" qualifiers="const">
@@ -35,10 +35,10 @@
Returns the path query result for the path the agent is currently following.
</description>
</method>
- <method name="get_final_location">
+ <method name="get_final_position">
<return type="Vector3" />
<description>
- Returns the reachable final location in global coordinates. This can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame.
+ Returns the reachable final position in global coordinates. This can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame.
</description>
</method>
<method name="get_navigation_layer_value" qualifiers="const">
@@ -54,10 +54,10 @@
Returns the [RID] of the navigation map for this NavigationAgent node. This function returns always the map set on the NavigationAgent node and not the map of the abstract agent on the NavigationServer. If the agent map is changed directly with the NavigationServer API the NavigationAgent node will not be aware of the map change. Use [method set_navigation_map] to change the navigation map for the NavigationAgent and also update the agent on the NavigationServer.
</description>
</method>
- <method name="get_next_location">
+ <method name="get_next_path_position">
<return type="Vector3" />
<description>
- Returns the next location in global coordinates that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent. The use of this function once every physics frame is required to update the internal path logic of the NavigationAgent.
+ Returns the next position in global coordinates that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent. The use of this function once every physics frame is required to update the internal path logic of the NavigationAgent.
</description>
</method>
<method name="get_rid" qualifiers="const">
@@ -69,19 +69,19 @@
<method name="is_navigation_finished">
<return type="bool" />
<description>
- Returns true if the navigation path's final location has been reached.
+ Returns true if the navigation path's final position has been reached.
</description>
</method>
<method name="is_target_reachable">
<return type="bool" />
<description>
- Returns true if [member target_location] is reachable.
+ Returns true if [member target_position] is reachable.
</description>
</method>
<method name="is_target_reached" qualifiers="const">
<return type="bool" />
<description>
- Returns true if [member target_location] is reached. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location].
+ Returns true if [member target_position] is reached. It may not always be possible to reach the target position. It should always be possible to reach the final position though. See [method get_final_position].
</description>
</method>
<method name="set_navigation_layer_value">
@@ -133,7 +133,7 @@
The distance threshold before a path point is considered to be reached. This will allow an agent to not have to hit a path point on the path exactly, but in the area. If this value is set to high the NavigationAgent will skip points on the path which can lead to leaving the navigation mesh. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the next point on each physics frame update.
</member>
<member name="path_max_distance" type="float" setter="set_path_max_distance" getter="get_path_max_distance" default="3.0">
- The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path.
+ The maximum distance the agent is allowed away from the ideal path to the final position. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path.
</member>
<member name="path_metadata_flags" type="int" setter="set_path_metadata_flags" getter="get_path_metadata_flags" enum="NavigationPathQueryParameters3D.PathMetadataFlags" default="7">
Additional information to return with the navigation path.
@@ -145,8 +145,8 @@
<member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0">
The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update.
</member>
- <member name="target_location" type="Vector3" setter="set_target_location" getter="get_target_location" default="Vector3(0, 0, 0)">
- The user-defined target location. Setting this property will clear the current navigation path.
+ <member name="target_position" type="Vector3" setter="set_target_position" getter="get_target_position" default="Vector3(0, 0, 0)">
+ The user-defined target position. Setting this property will clear the current navigation path.
</member>
<member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="5.0">
The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. Must be positive.
@@ -158,7 +158,7 @@
<description>
Notifies when a navigation link has been reached.
The details dictionary may contain the following keys depending on the value of [member path_metadata_flags]:
- - [code]location[/code]: The start location of the link that was reached.
+ - [code]position[/code]: The start position of the link that was reached.
- [code]type[/code]: Always [constant NavigationPathQueryResult3D.PATH_SEGMENT_TYPE_LINK].
- [code]rid[/code]: The [RID] of the link.
- [code]owner[/code]: The object which manages the link (usually [NavigationLink3D]).
@@ -166,7 +166,7 @@
</signal>
<signal name="navigation_finished">
<description>
- Notifies when the final location is reached.
+ Notifies when the final position is reached.
</description>
</signal>
<signal name="path_changed">
@@ -176,7 +176,7 @@
</signal>
<signal name="target_reached">
<description>
- Notifies when the player-defined [member target_location] is reached.
+ Notifies when the player-defined [member target_position] is reached.
</description>
</signal>
<signal name="velocity_computed">
@@ -190,7 +190,7 @@
<description>
Notifies when a waypoint along the path has been reached.
The details dictionary may contain the following keys depending on the value of [member path_metadata_flags]:
- - [code]location[/code]: The location of the waypoint that was reached.
+ - [code]position[/code]: The position of the waypoint that was reached.
- [code]type[/code]: The type of navigation primitive (region or link) that contains this waypoint.
- [code]rid[/code]: The [RID] of the containing navigation primitive (region or link).
- [code]owner[/code]: The object which manages the containing navigation primitive (region or link).
diff --git a/doc/classes/NavigationLink2D.xml b/doc/classes/NavigationLink2D.xml
index 44d2110a7c..b3f4367675 100644
--- a/doc/classes/NavigationLink2D.xml
+++ b/doc/classes/NavigationLink2D.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="NavigationLink2D" inherits="Node2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Creates a link between two locations that [NavigationServer2D] can route agents through.
+ Creates a link between two positions that [NavigationServer2D] can route agents through.
</brief_description>
<description>
- Creates a link between two locations that [NavigationServer2D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps.
+ Creates a link between two positions that [NavigationServer2D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps.
</description>
<tutorials>
<link title="Using NavigationLinks">$DOCS_URL/tutorials/navigation/navigation_using_navigationlinks.html</link>
@@ -28,12 +28,12 @@
</methods>
<members>
<member name="bidirectional" type="bool" setter="set_bidirectional" getter="is_bidirectional" default="true">
- Whether this link can be traveled in both directions or only from [member start_location] to [member end_location].
+ Whether this link can be traveled in both directions or only from [member start_position] to [member end_position].
</member>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
Whether this link is currently active. If [code]false[/code], [method NavigationServer2D.map_get_path] will ignore this link.
</member>
- <member name="end_location" type="Vector2" setter="set_end_location" getter="get_end_location" default="Vector2(0, 0)">
+ <member name="end_position" type="Vector2" setter="set_end_position" getter="get_end_position" default="Vector2(0, 0)">
Ending position of the link.
This position will search out the nearest polygon in the navigation mesh to attach to.
The distance the link will search is controlled by [method NavigationServer2D.map_set_link_connection_radius].
@@ -44,7 +44,7 @@
<member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1">
A bitfield determining all navigation layers the link belongs to. These navigation layers will be checked when requesting a path with [method NavigationServer2D.map_get_path].
</member>
- <member name="start_location" type="Vector2" setter="set_start_location" getter="get_start_location" default="Vector2(0, 0)">
+ <member name="start_position" type="Vector2" setter="set_start_position" getter="get_start_position" default="Vector2(0, 0)">
Starting position of the link.
This position will search out the nearest polygon in the navigation mesh to attach to.
The distance the link will search is controlled by [method NavigationServer2D.map_set_link_connection_radius].
diff --git a/doc/classes/NavigationLink3D.xml b/doc/classes/NavigationLink3D.xml
index 4aa5801afb..4dff226042 100644
--- a/doc/classes/NavigationLink3D.xml
+++ b/doc/classes/NavigationLink3D.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="NavigationLink3D" inherits="Node3D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Creates a link between two locations that [NavigationServer3D] can route agents through.
+ Creates a link between two positions that [NavigationServer3D] can route agents through.
</brief_description>
<description>
- Creates a link between two locations that [NavigationServer3D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps.
+ Creates a link between two positions that [NavigationServer3D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps.
</description>
<tutorials>
<link title="Using NavigationLinks">$DOCS_URL/tutorials/navigation/navigation_using_navigationlinks.html</link>
@@ -28,12 +28,12 @@
</methods>
<members>
<member name="bidirectional" type="bool" setter="set_bidirectional" getter="is_bidirectional" default="true">
- Whether this link can be traveled in both directions or only from [member start_location] to [member end_location].
+ Whether this link can be traveled in both directions or only from [member start_position] to [member end_position].
</member>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
Whether this link is currently active. If [code]false[/code], [method NavigationServer3D.map_get_path] will ignore this link.
</member>
- <member name="end_location" type="Vector3" setter="set_end_location" getter="get_end_location" default="Vector3(0, 0, 0)">
+ <member name="end_position" type="Vector3" setter="set_end_position" getter="get_end_position" default="Vector3(0, 0, 0)">
Ending position of the link.
This position will search out the nearest polygon in the navigation mesh to attach to.
The distance the link will search is controlled by [method NavigationServer3D.map_set_link_connection_radius].
@@ -44,7 +44,7 @@
<member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1">
A bitfield determining all navigation layers the link belongs to. These navigation layers will be checked when requesting a path with [method NavigationServer3D.map_get_path].
</member>
- <member name="start_location" type="Vector3" setter="set_start_location" getter="get_start_location" default="Vector3(0, 0, 0)">
+ <member name="start_position" type="Vector3" setter="set_start_position" getter="get_start_position" default="Vector3(0, 0, 0)">
Starting position of the link.
This position will search out the nearest polygon in the navigation mesh to attach to.
The distance the link will search is controlled by [method NavigationServer3D.map_set_link_connection_radius].
diff --git a/doc/classes/NavigationServer2D.xml b/doc/classes/NavigationServer2D.xml
index 1ba949b294..95e3fded36 100644
--- a/doc/classes/NavigationServer2D.xml
+++ b/doc/classes/NavigationServer2D.xml
@@ -137,14 +137,14 @@
<method name="link_create">
<return type="RID" />
<description>
- Create a new link between two locations on a map.
+ Create a new link between two positions on a map.
</description>
</method>
- <method name="link_get_end_location" qualifiers="const">
+ <method name="link_get_end_position" qualifiers="const">
<return type="Vector2" />
<param index="0" name="link" type="RID" />
<description>
- Returns the ending location of this [code]link[/code].
+ Returns the ending position of this [code]link[/code].
</description>
</method>
<method name="link_get_enter_cost" qualifiers="const">
@@ -175,11 +175,11 @@
Returns the [code]ObjectID[/code] of the object which manages this link.
</description>
</method>
- <method name="link_get_start_location" qualifiers="const">
+ <method name="link_get_start_position" qualifiers="const">
<return type="Vector2" />
<param index="0" name="link" type="RID" />
<description>
- Returns the starting location of this [code]link[/code].
+ Returns the starting position of this [code]link[/code].
</description>
</method>
<method name="link_get_travel_cost" qualifiers="const">
@@ -204,12 +204,12 @@
Sets whether this [code]link[/code] can be travelled in both directions.
</description>
</method>
- <method name="link_set_end_location">
+ <method name="link_set_end_position">
<return type="void" />
<param index="0" name="link" type="RID" />
- <param index="1" name="location" type="Vector2" />
+ <param index="1" name="position" type="Vector2" />
<description>
- Sets the exit location for the [code]link[/code].
+ Sets the exit position for the [code]link[/code].
</description>
</method>
<method name="link_set_enter_cost">
@@ -244,12 +244,12 @@
Set the [code]ObjectID[/code] of the object which manages this link.
</description>
</method>
- <method name="link_set_start_location">
+ <method name="link_set_start_position">
<return type="void" />
<param index="0" name="link" type="RID" />
- <param index="1" name="location" type="Vector2" />
+ <param index="1" name="position" type="Vector2" />
<description>
- Sets the entry location for this [code]link[/code].
+ Sets the entry position for this [code]link[/code].
</description>
</method>
<method name="link_set_travel_cost">
diff --git a/doc/classes/NavigationServer3D.xml b/doc/classes/NavigationServer3D.xml
index e007c71342..fd20f780b3 100644
--- a/doc/classes/NavigationServer3D.xml
+++ b/doc/classes/NavigationServer3D.xml
@@ -144,14 +144,14 @@
<method name="link_create">
<return type="RID" />
<description>
- Create a new link between two locations on a map.
+ Create a new link between two positions on a map.
</description>
</method>
- <method name="link_get_end_location" qualifiers="const">
+ <method name="link_get_end_position" qualifiers="const">
<return type="Vector3" />
<param index="0" name="link" type="RID" />
<description>
- Returns the ending location of this [code]link[/code].
+ Returns the ending position of this [code]link[/code].
</description>
</method>
<method name="link_get_enter_cost" qualifiers="const">
@@ -182,11 +182,11 @@
Returns the [code]ObjectID[/code] of the object which manages this link.
</description>
</method>
- <method name="link_get_start_location" qualifiers="const">
+ <method name="link_get_start_position" qualifiers="const">
<return type="Vector3" />
<param index="0" name="link" type="RID" />
<description>
- Returns the starting location of this [code]link[/code].
+ Returns the starting position of this [code]link[/code].
</description>
</method>
<method name="link_get_travel_cost" qualifiers="const">
@@ -211,12 +211,12 @@
Sets whether this [code]link[/code] can be travelled in both directions.
</description>
</method>
- <method name="link_set_end_location">
+ <method name="link_set_end_position">
<return type="void" />
<param index="0" name="link" type="RID" />
- <param index="1" name="location" type="Vector3" />
+ <param index="1" name="position" type="Vector3" />
<description>
- Sets the exit location for the [code]link[/code].
+ Sets the exit position for the [code]link[/code].
</description>
</method>
<method name="link_set_enter_cost">
@@ -251,12 +251,12 @@
Set the [code]ObjectID[/code] of the object which manages this link.
</description>
</method>
- <method name="link_set_start_location">
+ <method name="link_set_start_position">
<return type="void" />
<param index="0" name="link" type="RID" />
- <param index="1" name="location" type="Vector3" />
+ <param index="1" name="position" type="Vector3" />
<description>
- Sets the entry location for this [code]link[/code].
+ Sets the entry position for this [code]link[/code].
</description>
</method>
<method name="link_set_travel_cost">
diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml
index 325ead0cfa..80a9b40605 100644
--- a/doc/classes/Rect2i.xml
+++ b/doc/classes/Rect2i.xml
@@ -80,9 +80,9 @@
[/gdscript]
[csharp]
// position (-3, 2), size (1, 1)
- var rect = new Rect2i(new Vector2i(-3, 2), new Vector2i(1, 1));
- // position (-3, -1), size (3, 4), so we fit both rect and Vector2i(0, -1)
- var rect2 = rect.Expand(new Vector2i(0, -1));
+ var rect = new Rect2I(new Vector2I(-3, 2), new Vector2I(1, 1));
+ // position (-3, -1), size (3, 4), so we fit both rect and Vector2I(0, -1)
+ var rect2 = rect.Expand(new Vector2I(0, -1));
[/csharp]
[/codeblocks]
</description>
diff --git a/doc/classes/StyleBoxTexture.xml b/doc/classes/StyleBoxTexture.xml
index 745187ed63..f2f6e59a9e 100644
--- a/doc/classes/StyleBoxTexture.xml
+++ b/doc/classes/StyleBoxTexture.xml
@@ -82,6 +82,7 @@
<member name="region_rect" type="Rect2" setter="set_region_rect" getter="get_region_rect" default="Rect2(0, 0, 0, 0)">
Species a sub-region of the texture to use.
This is equivalent to first wrapping the texture in an [AtlasTexture] with the same region.
+ If empty ([code]Rect2(0, 0, 0, 0)[/code]), the whole texture will be used.
</member>
<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
The texture to use when drawing this style box.
diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml
index 9d73e9fb39..5b567dbc28 100644
--- a/doc/classes/SurfaceTool.xml
+++ b/doc/classes/SurfaceTool.xml
@@ -133,7 +133,7 @@
<description>
Generates normals from vertices so you do not have to do it manually. If [param flip] is [code]true[/code], the resulting normals will be inverted. [method generate_normals] should be called [i]after[/i] generating geometry and [i]before[/i] committing the mesh using [method commit] or [method commit_to_arrays]. For correct display of normal-mapped surfaces, you will also have to generate tangents using [method generate_tangents].
[b]Note:[/b] [method generate_normals] only works if the primitive type to be set to [constant Mesh.PRIMITIVE_TRIANGLES].
- [b]Note:[/b] [method generate_normals] takes smooth groups into account. If you don't specify any smooth group for each vertex, [method generate_normals] will smooth normals for you.
+ [b]Note:[/b] [method generate_normals] takes smooth groups into account. To generate smooth normals, set the smooth group to a value greater than or equal to [code]0[/code] using [method set_smooth_group] or leave the smooth group at the default of [code]0[/code]. To generate flat normals, set the smooth group to [code]-1[/code] using [method set_smooth_group] prior to adding vertices.
</description>
</method>
<method name="generate_tangents">
@@ -241,7 +241,7 @@
<return type="void" />
<param index="0" name="index" type="int" />
<description>
- Specifies whether the current vertex (if using only vertex arrays) or current index (if also using index arrays) should use smooth normals for normal calculation.
+ Specifies the smooth group to use for the [i]next[/i] vertex. If this is never called, all vertices will have the default smooth group of [code]0[/code] and will be smoothed with adjacent vertices of the same group. To produce a mesh with flat normals, set the smooth group to [code]-1[/code].
</description>
</method>
<method name="set_tangent">
diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml
index ccd79cd170..c309026aaa 100644
--- a/doc/classes/TextEdit.xml
+++ b/doc/classes/TextEdit.xml
@@ -390,6 +390,45 @@
<return type="PopupMenu" />
<description>
Returns the [PopupMenu] of this [TextEdit]. By default, this menu is displayed when right-clicking on the [TextEdit].
+ You can add custom menu items or remove standard ones. Make sure your IDs don't conflict with the standard ones (see [enum MenuItems]). For example:
+ [codeblocks]
+ [gdscript]
+ func _ready():
+ var menu = get_menu()
+ # Remove all items after "Redo".
+ menu.item_count = menu.get_item_index(MENU_REDO) + 1
+ # Add custom items.
+ menu.add_separator()
+ menu.add_item("Insert Date", MENU_MAX + 1)
+ # Connect callback.
+ menu.id_pressed.connect(_on_item_pressed)
+
+ func _on_item_pressed(id):
+ if id == MENU_MAX + 1:
+ insert_text_at_caret(Time.get_date_string_from_system())
+ [/gdscript]
+ [csharp]
+ public override void _Ready()
+ {
+ var menu = GetMenu();
+ // Remove all items after "Redo".
+ menu.ItemCount = menu.GetItemIndex(TextEdit.MenuItems.Redo) + 1;
+ // Add custom items.
+ menu.AddSeparator();
+ menu.AddItem("Insert Date", TextEdit.MenuItems.Max + 1);
+ // Add event handler.
+ menu.IdPressed += OnItemPressed;
+ }
+
+ public void OnItemPressed(int id)
+ {
+ if (id == TextEdit.MenuItems.Max + 1)
+ {
+ InsertTextAtCaret(Time.GetDateStringFromSystem());
+ }
+ }
+ [/csharp]
+ [/codeblocks]
[b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member Window.visible] property.
</description>
</method>
@@ -682,7 +721,7 @@
<return type="void" />
<param index="0" name="option" type="int" />
<description>
- Triggers a right-click menu action by the specified index. See [enum MenuItems] for a list of available indexes.
+ Executes a given action as defined in the [enum MenuItems] enum.
</description>
</method>
<method name="merge_gutters">
@@ -764,18 +803,18 @@
[codeblocks]
[gdscript]
var result = search("print", SEARCH_WHOLE_WORDS, 0, 0)
- if result.x != -1:
+ if result.x != -1:
# Result found.
var line_number = result.y
var column_number = result.x
[/gdscript]
[csharp]
- Vector2i result = Search("print", (uint)TextEdit.SearchFlags.WholeWords, 0, 0);
- if (result.Length &gt; 0)
+ Vector2I result = Search("print", (uint)TextEdit.SearchFlags.WholeWords, 0, 0);
+ if (result.X != -1)
{
// Result found.
- int lineNumber = result.y;
- int columnNumber = result.x;
+ int lineNumber = result.Y;
+ int columnNumber = result.X;
}
[/csharp]
[/codeblocks]
@@ -1224,70 +1263,76 @@
<constant name="MENU_REDO" value="6" enum="MenuItems">
Redoes the previous action.
</constant>
- <constant name="MENU_DIR_INHERITED" value="7" enum="MenuItems">
+ <constant name="MENU_SUBMENU_TEXT_DIR" value="7" enum="MenuItems">
+ ID of "Text Writing Direction" submenu.
+ </constant>
+ <constant name="MENU_DIR_INHERITED" value="8" enum="MenuItems">
Sets text direction to inherited.
</constant>
- <constant name="MENU_DIR_AUTO" value="8" enum="MenuItems">
+ <constant name="MENU_DIR_AUTO" value="9" enum="MenuItems">
Sets text direction to automatic.
</constant>
- <constant name="MENU_DIR_LTR" value="9" enum="MenuItems">
+ <constant name="MENU_DIR_LTR" value="10" enum="MenuItems">
Sets text direction to left-to-right.
</constant>
- <constant name="MENU_DIR_RTL" value="10" enum="MenuItems">
+ <constant name="MENU_DIR_RTL" value="11" enum="MenuItems">
Sets text direction to right-to-left.
</constant>
- <constant name="MENU_DISPLAY_UCC" value="11" enum="MenuItems">
+ <constant name="MENU_DISPLAY_UCC" value="12" enum="MenuItems">
Toggles control character display.
</constant>
- <constant name="MENU_INSERT_LRM" value="12" enum="MenuItems">
+ <constant name="MENU_SUBMENU_INSERT_UCC" value="13" enum="MenuItems">
+ ID of "Insert Control Character" submenu.
+ </constant>
+ <constant name="MENU_INSERT_LRM" value="14" enum="MenuItems">
Inserts left-to-right mark (LRM) character.
</constant>
- <constant name="MENU_INSERT_RLM" value="13" enum="MenuItems">
+ <constant name="MENU_INSERT_RLM" value="15" enum="MenuItems">
Inserts right-to-left mark (RLM) character.
</constant>
- <constant name="MENU_INSERT_LRE" value="14" enum="MenuItems">
+ <constant name="MENU_INSERT_LRE" value="16" enum="MenuItems">
Inserts start of left-to-right embedding (LRE) character.
</constant>
- <constant name="MENU_INSERT_RLE" value="15" enum="MenuItems">
+ <constant name="MENU_INSERT_RLE" value="17" enum="MenuItems">
Inserts start of right-to-left embedding (RLE) character.
</constant>
- <constant name="MENU_INSERT_LRO" value="16" enum="MenuItems">
+ <constant name="MENU_INSERT_LRO" value="18" enum="MenuItems">
Inserts start of left-to-right override (LRO) character.
</constant>
- <constant name="MENU_INSERT_RLO" value="17" enum="MenuItems">
+ <constant name="MENU_INSERT_RLO" value="19" enum="MenuItems">
Inserts start of right-to-left override (RLO) character.
</constant>
- <constant name="MENU_INSERT_PDF" value="18" enum="MenuItems">
+ <constant name="MENU_INSERT_PDF" value="20" enum="MenuItems">
Inserts pop direction formatting (PDF) character.
</constant>
- <constant name="MENU_INSERT_ALM" value="19" enum="MenuItems">
+ <constant name="MENU_INSERT_ALM" value="21" enum="MenuItems">
Inserts Arabic letter mark (ALM) character.
</constant>
- <constant name="MENU_INSERT_LRI" value="20" enum="MenuItems">
+ <constant name="MENU_INSERT_LRI" value="22" enum="MenuItems">
Inserts left-to-right isolate (LRI) character.
</constant>
- <constant name="MENU_INSERT_RLI" value="21" enum="MenuItems">
+ <constant name="MENU_INSERT_RLI" value="23" enum="MenuItems">
Inserts right-to-left isolate (RLI) character.
</constant>
- <constant name="MENU_INSERT_FSI" value="22" enum="MenuItems">
+ <constant name="MENU_INSERT_FSI" value="24" enum="MenuItems">
Inserts first strong isolate (FSI) character.
</constant>
- <constant name="MENU_INSERT_PDI" value="23" enum="MenuItems">
+ <constant name="MENU_INSERT_PDI" value="25" enum="MenuItems">
Inserts pop direction isolate (PDI) character.
</constant>
- <constant name="MENU_INSERT_ZWJ" value="24" enum="MenuItems">
+ <constant name="MENU_INSERT_ZWJ" value="26" enum="MenuItems">
Inserts zero width joiner (ZWJ) character.
</constant>
- <constant name="MENU_INSERT_ZWNJ" value="25" enum="MenuItems">
+ <constant name="MENU_INSERT_ZWNJ" value="27" enum="MenuItems">
Inserts zero width non-joiner (ZWNJ) character.
</constant>
- <constant name="MENU_INSERT_WJ" value="26" enum="MenuItems">
+ <constant name="MENU_INSERT_WJ" value="28" enum="MenuItems">
Inserts word joiner (WJ) character.
</constant>
- <constant name="MENU_INSERT_SHY" value="27" enum="MenuItems">
+ <constant name="MENU_INSERT_SHY" value="29" enum="MenuItems">
Inserts soft hyphen (SHY) character.
</constant>
- <constant name="MENU_MAX" value="28" enum="MenuItems">
+ <constant name="MENU_MAX" value="30" enum="MenuItems">
Represents the size of the [enum MenuItems] enum.
</constant>
<constant name="ACTION_NONE" value="0" enum="EditAction">
diff --git a/doc/classes/VisualShaderNodeDerivativeFunc.xml b/doc/classes/VisualShaderNodeDerivativeFunc.xml
index 9a1ad53394..4a31969171 100644
--- a/doc/classes/VisualShaderNodeDerivativeFunc.xml
+++ b/doc/classes/VisualShaderNodeDerivativeFunc.xml
@@ -15,6 +15,9 @@
<member name="op_type" type="int" setter="set_op_type" getter="get_op_type" enum="VisualShaderNodeDerivativeFunc.OpType" default="0">
A type of operands and returned value. See [enum OpType] for options.
</member>
+ <member name="precision" type="int" setter="set_precision" getter="get_precision" enum="VisualShaderNodeDerivativeFunc.Precision" default="0">
+ Sets the level of precision to use for the derivative function. See [enum Precision] for options. When using the GL_Compatibility renderer, this setting has no effect.
+ </member>
</members>
<constants>
<constant name="OP_TYPE_SCALAR" value="0" enum="OpType">
@@ -44,5 +47,17 @@
<constant name="FUNC_MAX" value="3" enum="Function">
Represents the size of the [enum Function] enum.
</constant>
+ <constant name="PRECISION_NONE" value="0" enum="Precision">
+ No precision is specified, the GPU driver is allowed to use whatever level of precision it chooses. This is the default option and is equivalent to using [code]dFdx()[/code] or [code]dFdy()[/code] in text shaders.
+ </constant>
+ <constant name="PRECISION_COARSE" value="1" enum="Precision">
+ The derivative will be calculated using the current fragment's neighbors (which may not include the current fragment). This tends to be faster than using [constant PRECISION_FINE], but may not be suitable when more precision is needed. This is equivalent to using [code]dFdxCoarse()[/code] or [code]dFdyCoarse()[/code] in text shaders.
+ </constant>
+ <constant name="PRECISION_FINE" value="2" enum="Precision">
+ The derivative will be calculated using the current fragment and its immediate neighbors. This tends to be slower than using [constant PRECISION_COARSE], but may be necessary when more precision is needed. This is equivalent to using [code]dFdxFine()[/code] or [code]dFdyFine()[/code] in text shaders.
+ </constant>
+ <constant name="PRECISION_MAX" value="3" enum="Precision">
+ Represents the size of the [enum Precision] enum.
+ </constant>
</constants>
</class>